broodwarmaps.net banner

BWMN Time
08/13/2022
13:41
News
new account
list users
Login:
name:
:PW.:
Replays
Map DB
ICCup
Map Access
New map
Edit map
 


Back to "final" maps.   Show all maps.
Last update for (2)Breach Point : 2009, 02, 10 01:14
mapIDMapname (comments)map sizeAuthorRatingTypeplay type
2047 (2)Breach Point 96*128TitanWing0.3final

The map has been rated 64 times and got a total of 16 points
<<>>
Download
Melee

Observer

You can rate the map here. Chose a grade between 10 (best) and 0 (worst).
Comments:   GMCS (0 elements)


Kingsp4de20
Fairly good lookin map but its way to tight down the middlethud open it up a bit more
Moebius
I have a different account here, I am the creator, TitanWing. Registered just to submit this map in fact. I've been mapping for about 3-4 years, but I consider this to be my greatest to date.

I made the center tight on purpose. This is meant to be an air-dominant map with ground for support. Just to shake up the otherwise monotonous melee gameplay. Using such tactics as Carriers hiding over the cliff fragments while attacking gives any player going air a huge advantage over ground.

Thanks for the comment!

There's a few imbalances here and there, namely the naturals, so you don't need to mention it, I already know.
spinesheath
gas issue.

You won't be able to effectively go air with a terran pushing his way through the middle. As a toss you won't get carriers that fast, and as a zerg there is no way to penetrate a mnm + tank army on it's way up there.
If you really want to keep that tight middle, then open up the area around the bridges. Open up the minonlies as well.
NastyMarine
I think you have a really really good concept/layout here. Though there is evident positional imbalances here.

for one.. 4 oclock (the open area) is much bigger than its counterpart at 10 oclock (the open area) thats a big no no and must be mirrored better.

The nats as you mentioned need to be balanced. And the mains should be shaped a bit better. That will help the overall look of the map when u see a nice shaped main.

I really like your idea for the middle: the bridge for tactical point. But it is just way to imbalanced for T>P and T>Z. What u need to do there is make those bridges wide. So that big armies can pass through w.out having problems. Also this gives P and Z a chance to cross the middle w.out losing their whole army :/

All in all though, its a very good map and i will be expecting more very soon!

Make those changes! :)
Moebius
Thanks Nasty and Spines. I'll get to work on them when I have the time.

Anyone got any widened space bridges for me to copy then?
Nightmarjoo
http://www.panschk.de/mappage/comments.php?mapid=2042 has widened space bridges; if those aren't wide enough and browsing through our database doesn't uncover anything, you could just make them tile by tile, bridges are really easy to do.

why is SE so much larger than NW? And why are both regions so useless? Nasty mentioned this.

I agree with nasty strongly about nat/main setup, that's such an easy thing to balance too.

I don't really like the mains, they are pretty big and pretty awkward imo.

oh and welcome to bwm :)
modified by Nightmarjoo
Moebius
The reason this map is so positionally imba is because I made this before SCMDraft had the mirror tool.

I'm working on a new version with much better balance.
modified by Moebius
ProTosS4EveR
The middle is really too tight : push tank no limit and there is no flanking rooms.
"The reason this map is so positionally imba is because I made this before SCMDraft had the mirror tool." I never used mirror tool and all my maps are symetrical.
Top nat is very tighter than bottom nat and the expo at the corners, top entrance is very small and no range units are disadvantaged versus ranged units...
modified by ProTosS4EveR
Long
Only one thing, Good FUCKING Job man.
Replays



Upload replay for this map
Add your comment:


Because of heavy spam on the map comments, it is needed to be logged in to post. We are sorry that this has to be done because nothing else stops spam bots
random map
  (2)Desert Eye
Newest updates:
  (4)Augustgrad 2503
  (4) Hell point 0.3
  (3)Tempest 1.1
  (4)Perperikon
  (2)Reflection 0
  (8)Ancient Ruins
  (2)Urban Jungle 1.0
  (2)Butter 2.0b
  (2)Gambit 0.81
  (4)0301 015
MOTM
  • month 6:
      (2)Butter 2.0b
  • MOTW
  • week 2021.01:
      (3) Lambda 1.0
  • Main Forum
  • Share..(Shade)R)
  • I nee..(
  • Magna..(RedGoliath)
  • No Fo..(Minerals)
  • Feedback
  • This s..(triller1)
  • Rotati..(triller1)
  • Off Topic
  • scm dr..(sugardad)
  • Vetera..(ProTosS4Ev)
  • What's..(triller1)
  • Starcraft 2
  • announ..(triller1)
  • STARCR..(triller1)
  • Search Forum
    Articles:
     
  • How to make larvae spawn at the bottom right corner  
  • Worker pathing guide - How to debug and balance resour  
  • An elegant way of dealing with cliff asymmetry
  • Competition:
     
  • Innovative Naturals Competition  
  • Tourney Map Pack Aspirant Suggestions  
  • Maps That Need A Remake  
  • Think Quick Map Contest ($100 prize)